This is a classic competitive Jund build.
Jund is ready for anything. If you have any suggestions, I'll always read what you have to say.This is sortable by custom categories.
Creatures:
- Dark Confidant: The best source of card advantage in these colors. He comes down early and he draws us a lot of cards. Sometimes, he can even get in for 2 damage. Be careful, though, because he can be a lightning rod.
- Tarmogoyf: Simply the most efficient 2-drop in the game. The lack of abilities and vulnerability to Fatal Push are sometimes problematic, but he just gets huge.
- Scavenging Ooze: Maindeck gravehate and lifegain. He's slow, but he does a lot of work against the right decks.
- Huntmaster of the Fells
: A very strong card, especially going into a meta blind. He gains life, produces bodies, kills dorks, and tramples like a madman. Very strong.
Planeswalkers:
- Liliana of the Veil: The quintessential Jund planeswalker. She's almost always a good draw. She continues the discard game, and her -2 is very relevant, especially where the rest of our removal is blank. Her ultimate is very difficult to recover from.
- Chandra, Torch of Defiance: Good vs small threats (4 toughness or less). Puts a clock on the game with first +1 and her ultimate.
Instants and Sorceries:
- Fatal Push: Well, from the start I knew one mana black removal was broken. Here we are, and this spell is SO good. Immediately after this was spoiled, I jammed some into my original Jund build (LEAN and MEAN: Flayer Jund).
- Abrupt Decay: One of the best pieces of removal in our colors. Many times the CMC restriction doesn't mean anything. One of our few ways to deal with enchantments.
- Lightning Bolt: Used to be the best card in modern. Now Fatal Push may take the cake. Still, playing without this card feels very weird.
- Terminate: The most reliable kill spell in our colors. Clean and simple. Two mana is occasionally a problem, but the unconditionality of this card is too good to pass up.
- Kolaghan's Command: Shock, Raven's Crime,
Disentomb
,
Shatter
. All good modes that are always relevant. Makes the deck more resilient.
- Maelstrom Pulse: The high CMC bothers me but it beats spirits.
- Thoughtseize: The more versatile discard spell. With all the Eldrazi decks and delve creatures lately I think it's better to be able to reach above CMC 3.
- Inquisition of Kozilek: The better discard spell in most cases. Gets rid of so many powerful cards in modern.
Lands:
- Blackcleave Cliffs: The source we want to see early. Discard, Confidant, Lili, Bolt.
- Blooming Marsh: Because we rely less on red early now, Marsh may become more important than the cliffs.
- Fetches: I go eight that fetch black because that is the most important to us.
- Shocks: A necessary evil.
- Swamps and Forest: I run two swamp because we have a few double black costs.
- Raging Ravine: The best manland right now. Simply grows by attacking, and closes games very fast.
Explanation on flex spots:
The 4-Drops:
In this build, there is room for 3 extra threats at 4 mana. These creatures and planeswalkers are usually our win conditions and will help us to close out games.
- Huntmaster of the Fells
: A very strong card, especially going into a meta blind. He gains life, produces bodies, kills dorks, and tramples like a madman. Very strong.
- Hazoret the Fervent: Best when in topdeck mode. If you have an empty hand, he will put a fast clock on the game and gives reach.
- Kalitas, Traitor of Ghet: Best against graveyard decks. Provides a lot of advantage with all the removal we run.
- Olivia Voldaren: Kills dorks and will take over the game if uncontested. Strong against souls.
- Thrun, the Last Troll: Usually sideboard material. Best against fair decks that can't deal with him. Can be mainboarded in metas where lots of the mirror is expected.
- Pia and Kiran Nalaar: Provides evasive bodies to combat souls.
-
Chandra, Pyromaster
: Best vs souls. Provides good advantage and can sometimes win the game with the ultimate.
- Chandra, Torch of Defiance: Good vs small threats (4 toughness or less). Puts a clock on the game with first +1 and her ultimate.
The 24th Land vs Another Spell:
In Jund, there is great debate about whether or not to run a 24th land. Many lists can get away with running 23, some want or need 24. If you only run 23 lands, you can run another instant or sorcery to beef up removal.
Fastlands:
Blackcleave Cliffs was for a very long time the mainstay of Jund fastlands, but because we no longer need early access to Lightning Bolt, Blooming Marsh may be better in some situations. Im still working out whether or not to run 4 or 5 fastlands and how to split them.
Manlands:
Raging Ravine is for sure the best manland in Jund. However, Hissing Quagmire offers strong defensive capabilities, especially against Death's Shadow and the Delve baddies.
Treetop Village
can also be good, especially if you play more aggressively.
Sideboard: Description WIP
The reason I play Jund instead of Abzan is because I like Dark Confidant, Lightning Bolt, Kolaghan's Command, Terminate, Ancient Grudge, Huntmaster of the Fells
, Olivia Voldaren, Chandra, Torch of Defiance, Raging Ravine, and .... Oh, wait. All the red cards. I like Lingering Souls and Anafenza, the Foremost, but I don't like Path to Exile and I have a personal problem with Siege Rhino. I feel more consistent and able to be aggressive with Jund. However, if anyone can convince me with a good Abzan list, I'd love to try it! And if anyone has a strong Sultai list, I'd love to try that too.